Difference between revisions of "Jean Pierre (FHD)"

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(Special Moves)
 
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== Special Moves ==
 
== Special Moves ==
*'''Needle Shower:''' Tap [[File:P.png]]
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*'''Needle Shower:''' Tap [[File:P.png]] <font size="1">''and''</font> '''Chojaku Needle Shower:''' Tap simultaneously [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]]
 +
'''LP version and ABCD version:'''
 
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<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 
<tr> <td align="center" width="91">Damage</td>
 
<tr> <td align="center" width="91">Damage</td>
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     <td align="center" colspan="12">18</td></tr>
 
     <td align="center" colspan="12">18</td></tr>
 
</table>
 
</table>
''*Frame advantage is measured relatively '''if only the first hit connects'''''
 
 
You won't be using this because of...
 
  
*'''Chojaku Needle Shower:''' Tap simultaneously [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]]
+
'''HP version:'''
 
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<table border="1em" cellspacing="0" style="border: 1px solid #999;">
 
<tr> <td align="center" width="91">Damage</td>
 
<tr> <td align="center" width="91">Damage</td>
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''*Frame advantage is measured relatively '''if only the first hit connects'''''
 
''*Frame advantage is measured relatively '''if only the first hit connects'''''
  
THE ONE. The instant version of the literal shower of hits with faster and thicker hitboxes than the weak version. By itself it only deals small damage, but when cancelled from a normal at close range it deals '''insane''' damage. If you manage to dizzy someone, it's game over for him. If you aim to even have a passable Jean you need to be able to do this every time you confirm a hit.
+
THE ONE. You mainly goning to use ABCD version (aka instant version) even though HP version have thicker hitboxes and can better hit weak spots. By itself it only deals small damage, but when cancelled from a normal at close range it deals '''insane''' damage. If you manage to dizzy someone, it's game over for him. If you aim to even have a passable Jean you need to be able to do this every time you confirm a hit.
  
 
*'''Bal Rose:''' Charge [[File:B.png]],[[File:F.png]] + [[File:P.png]]
 
*'''Bal Rose:''' Charge [[File:B.png]],[[File:F.png]] + [[File:P.png]]

Latest revision as of 21:34, 9 August 2020

Fhd jean.png
FHD main page | The Characters



Introduction

TURTLE SHIT BRAH

Jean is basically the French nephew of Guile and definitely one of the stronger characters in FHD. He has more damage and higher priority moves than almost any character in the game lower than him, thanks to his awesome HHS move. He's pretty mobile with his slide kicks that also helps in fireball wars, which is a big plus.

Weak Spot

FHD-jean-neutral.png FHD-jean-squat-1.png FHD-jean-squat-2.png FHD-jean-crouch.png
Frame count - 2 2 -

Jean's weak spot can be damaged mainly by crouching LPs + some standing LKs, so that's not bad. But still it's vulnerable to a wide variety of special moves. Also weak spot is unsafe in mid-air and while you doing a jump-in, it can be hit with pretty much any anti-air attack.

From here we must talk about fireballs. While standing, Jean's weak spot is unhittable with projectiles by Matlok, Samchay, Clown, Karnov and himself at mirror match. And while crouching, it's vulnerable only against Karnov. And so, use this knowledge to your advantage. But keep in mind that in air you still can land on a fireball with your weak spot.

Color Options

Punch Kick
Fhd-jean-color1.png Fhd-jean-color2.png

Moves List

Quick Reference

Special move name Input Nickname Note
Needle Shower Tap P.png HHS
Chojaku Needle Shower Tap simultaneously Snka.gifSnkb.gifSnkc.gifSnkd.gif instant HHS
Bal Rose Charge B.png,F.png + P.png fireball
Fric Frac Charge D.png,U.png + K.png anti-air, reversal
Rondato Charge F.png,Qcb.png + K.png hidden move, requires longer charge time, anti-air, reversal, second hit is overhead

Normal Moves

Light Punch Snka.gif

  • Standing (Close):
Damage 4 Startup FHD-jean-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Hand-knife stab. Great priority, quick, great range. Can be used as a poke. Better not use it for chain strings because you will get weak version of Needle Shower instead. Your only viable move for this is crouching LK.

  • Standing (Far):
Damage 4 Startup FHD-jean-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +5
On block +6
Frame count 2 3 4

Same as close LP above but with more range.

  • Crouching:
Damage 4 Startup FHD-jean-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Same as close LP above but crouching and a more range.

  • Jumping (Diagonal/Neutral):
Damage 8 Startup FHD-jean-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

Good as air-to-air. Can be used as jump-in but your jumping LK is better for this.

Strong Punch Snkb.gif

  • Standing (Close):
Damage 18 Startup FHD-jean-stand-close-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Hits deep jump ins solid and usually beats them, bufferable. Used a lot for chaining into hands.

  • Standing (Far):
Damage 18 Startup FHD-jean-stand-far-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Your best poke because of it's range and Jean does a step forward to do attack.

  • Crouching:
Damage 18 Startup FHD-jean-crouch-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Excellent anti-air, bufferable and great for use into Flash Kick. In fact, you can safely use this instead of flash kick because I haven't found something that beats this.

  • Jumping (Diagonal/Neutral):
Damage 18 Startup FHD-jean-jump-HP.png Recovery
Chain cancel no
Special cancel no
Frame count 4 4

I can't come up with any use of this one.

Light Kick Snkc.gif

  • Standing (Close):
Damage 4 Startup FHD-jean-stand-close-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +5
On block +6
Frame count 2 3 4

Unchainable mid-kick. Pretty thick hitbox to damage weak spots, unlike LPs. Unlike other unchainables in the game, this attack has less end-lag, so it comboes into far LK.

  • Standing (Far):
Damage 4 Startup FHD-jean-stand-far-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +3
On block +4
Frame count 2 3 6

Unchainable high-kick. This one is even thicker hitbox than close LK. Mediocre as an anti-air (because of lag) but useful to hit high weak spots.

  • Crouching:
Damage 4 Startup FHD-jean-crouch-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Your best move to do chain strings. Fast, decent priority, good to cancel into a Chojaku Needle Shower or to push your enemy away (cr.LK x 2, cr.HK xx Ball Rose).

  • Jumping (Diagonal/Neutral):
Damage 8 Startup FHD-jean-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

This is your choice jump in. Stays out forever and beats a ridiculous amount of attacks.

Strong Kick Snkd.gif

  • Standing (Close):
Damage 18 Startup FHD-jean-stand-close-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Great attack with massive hitbox.

  • Standing (Far):
Damage 18 Startup FHD-jean-stand-far-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 8 6 18

Okay-ish anti-air but comes out slow.

  • Crouching:
Damage 18 Startup FHD-jean-crouch-HK.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 6 18

Great poke. Fairly speedy, great range, cancellable. Another of Jean's excellent anti-airs, useful to catch opponents jumping outside of the range of your cr.HP. Really good also to push your rival away if you cancel it into a Ball Rose (don't do this against Ray though, you'll eat a Wheel Kick). Staple move.

  • Jumping (Diagonal):
Damage 18 Startup FHD-jean-diagonal-jump-HK.gif Recovery
Chain cancel no
Special cancel no
Frame count 4 8

Good attack with decent priority and (finally) safe weak spot.

  • Jumping (Neutral):
Damage 18 Startup FHD-jean-neutral-jump-HK-1.png FHD-jean-neutral-jump-HK-2.png Recovery
Chain cancel no
Special cancel no
Frame count 4 3 3

Mediocre air-to-air with bad horizontal priority. Jean has other better aerial attacks.

Special Normals

  • Sliding Kick: Df.png + K.png
Damage Light
6
Hard
16
Startup FHD-jean-slidekick.png Recovery
Chain cancel no
Special cancel no
On hit Light
-3
Hard
kd
On block Light
-2
Hard
-12
Frame count Light 4 3 12
Hard 10 6 22

A versatile slide that comes in very handy in fireball wars. If your rival is churning projectiles like crazy, slide to punish them. Be careful with it because it's not safe on block at all though, so use it only if you are sure it will hit. You can use it as an anti-air if your opponent jumps over a Ball Rose outside the range of your cr.HK. It's also a good way to close distance after a dizzy.

Throws

Ground Throws

Damage 21 FHD-jean-throwbox.png
Range
(From pushbox)
33
  • Frankensteiner: B.png/F.png + Snkb.gif / Snkd.gif

Jean tosses the opponent with his legs to the opposite side of a screen. Good move to start a defensive game plan (a.k.a start fireball spam) if it's needed.

Aerial Throws

Damage 25 FHD-jean-airthrow.png
Range
(From pushbox)
25
  • Flying Mare: Ub.png/B.png/Db.png/Df.png/F.png/Uf.png + Snkb.gif

Another proof that Jean is Guile's nephew. Animation of this throw is exact same as Guile's Flying Mare lol. The third best air throw in the game after Ryoko's both command and normal throws in terms of range.

Special Moves

  • Needle Shower: Tap P.png and Chojaku Needle Shower: Tap simultaneously Snka.gifSnkb.gifSnkc.gifSnkd.gif

LP version and ABCD version:

Damage 6
per
hit
Startup FHD-jean-hhs-weak-1.png FHD-jean-hhs-weak-2.png FHD-jean-hhs-weak-3.png FHD-jean-hhs-weak-4.png FHD-jean-hhs-weak-5.png FHD-jean-hhs-weak-6.png
On hit +4*
On block -1*
Frame count 1 2 1 2 1 2 1 2 1 2 1 2
Loop cycle 18

HP version:

Damage 6
per
hit
Startup FHD-jean-hhs-strong-1.png FHD-jean-hhs-strong-2.png FHD-jean-hhs-strong-3.png FHD-jean-hhs-strong-4.png FHD-jean-hhs-strong-5.png FHD-jean-hhs-strong-6.png
On hit +10*
On block +5*
Frame count 1 1 1 1 1 1 1 1 1 1 1 1
Loop cycle 12

*Frame advantage is measured relatively if only the first hit connects

THE ONE. You mainly goning to use ABCD version (aka instant version) even though HP version have thicker hitboxes and can better hit weak spots. By itself it only deals small damage, but when cancelled from a normal at close range it deals insane damage. If you manage to dizzy someone, it's game over for him. If you aim to even have a passable Jean you need to be able to do this every time you confirm a hit.

  • Bal Rose: Charge B.png,F.png + P.png
Damage 10 Startup FHD-jean-balrose.png Recovery
On hit +7
On block +2
Frame count 11 1 26

A nice Sonic Boom move that of course is very useful to zone and turtle it up. Since charge times are very short in this game, if you make use of charge buffering you'll always have another Bal Rose and a Fric Frac ready as soon as you recover from a Bal Rose you've just thrown.

  • Fric Frac: Charge D.png,U.png + K.png
Damage 21 FHD-jean-flicflac-1.png FHD-jean-flicflac-2.png FHD-jean-flicflac-3.png Recovery
On hit Light
kd
Hard
kd
On block Light
-27
Hard
-32
Frame count Light 2 4 3 40
Hard 2 4 3 45

This is some turtle shit. Flash Kick that moves you backwards. This fact makes it somewhat safe on block, but don't get too happy with this when cornered.

Hidden Move

  • Rondato: Charge F.png,Qcb.png + K.png

1st Part (the hop):

Damage 21 FHD-jean-rondato-1.png FHD-jean-rondato-2.png FHD-jean-rondato-3.png FHD-jean-rondato-4.png Landing,
weak spot
is absent
On hit -31*
On block -36*
Frame count 4 4 13 3 6

*Frame advantage is measured relatively from the first hit (the 13 frames one) to the second hit

2nd Part (the high jump):

Damage 21 FHD-jean-rondato-5.png FHD-jean-rondato-6.png Weak spot
reappears
FHD-jean-neutral-jump-HK-1.png Recovery:
(1) - if whiffs
(46) - if hits
On hit -27
On block -32
Frame count 6 4 3 4 10 3 1 1 46

The oddest move in the game. Jean does a small hop forward, dealing the first hit (not overhead). Then he does a jump up and lands with the second hit (an overhead). If it whiffs, you land on your two feet with only one frame of lag. But if hit connects, Jean does a big jump backwards, making you harder to punish. This move requires double charge time. Light and Hard versions are identical.

Already sounds confusing, isn't it? Here's other quirk. At the second part of the move jump starts at the first 4 frames of invincibility. The ascend is really fast, thus making you hard to punish if you'll space the first hit right.

If we'll put aside those shenanigans, the move is not really useful. The best use for it as a reversal after knockdown or a long hit string.

The Basics

He is a balanced character with charge moves,anyway don't trust in turtling.

His sonic boom attack is a slow one but effective to corner mixups with crouching HK.

Flash Kick its a great anti air, also you can hop backwards even if blocked

Your main strategy will be use df+HK to press your opponent in low zone as you charge Flash Kick too,also you can use Rondatto if opponent is crouching and overhead him.

Hunred Stabs its a good corner pressure tool, also to getaway your opponent if you are cornered.

Combos

  • jumping LP,cr.LPxN xx Somersault Spin
  • jumping HP,cr.LK,cr.HP xx Sonic Rose
  • (Corner) cr.HP xx Sonic Rose, df.HK
  • (Corner) s.HP xx ABCD ,mash P, df.HK

Advanced Strategy

Your advanced and specific tactic will be to charge Down-Forward for your Rondato and also spam your Rose wisely against non-projectile character.

Match-ups

Ray Lee Zaz Kar Jea Miz Sam Yun Mat Clo Fei Mar Ryo
Jean - - - - - - - - - - - - -

Vs. Clown:

Its a charger rushdown vs the balanced on, watch out with Stand.

Vs. Jean (self):

Vs. Ryoko:

Just throw fireballs and crouching hard punch if she jumps close, standing hard punch if she jumps from afar.

Vs. Karnov:

A balanced matchup, Karnov will focuse in keepaway but you will spam Rose and slides , if he balloons Rondato it

Vs. Lee:

Crouching LP is really useful here to stop Lee's rush punches. Do a Ball Rose, stick a cr.LP to prevent retaliation, Ball Rose, etc. Crouching HP will beat any jump in, so Lee will have to guess fireballs if he ever wants to get in from there. If he manages to get in close, push him away with cr.LK x 2, cr.HK xx Ball Rose.

Vs. Feilin:

It will be a projectile spam matchupslide or crouching HK its a useful counter if she slide uppercut

Vs. Yungmie:

Aura Smash its it will be no problem, because you can evade it with a slide or Rondato

Vs. Marstorius:

Better turtle him to death with your fireballs. Also don't use your slide kicks against him, you'll be Double German'ed if he will block them. Mars can even grab you out of slide kicks, so be careful. Also I don't recommend to use Hard version of Flic Flac. If you'll whiff it or Mars will block it, he can catch you with Power Drill Slam while you recover.

Vs. Matlok:

Chargie matchup, but you have a bit advantage thanks for your slaps, slide will help you evade Overhead Kick

Vs. Mizoguchi:

A regular matchup, try to stun Mizoguchi first with a Rondato

Vs. Ray:

Wheel Kick? slide to evade it, or trade hit with slaps and keep away him

Vs. Samchay:

Disadvantage is because he can stun you hitting your legs with Pap Sokap, wait if he Tikakou

Vs. Zazie:

He will black you first with evade and ABCD mash fist you and you will scream like a girl use Slide and low pokes instead of spam Rose